|  | 
  
    | 
     |  
    | 
     |  
    | DirectX |  
    | ActiveMac |  
    | Downloads |  
    | Forums |  
    | Interviews |  
    | News |  
    | MS Games & Hardware |  
    | Reviews |  
    | Support Center |  
    | Windows 2000 |  
    | Windows Me |  
    | Windows Server 2003 |  
    | Windows Vista |  
    | Windows XP |  
    | 
     |  
    | 
     |  
    | 
     |  
    | 
    News Centers |  
    | Windows/Microsoft |  
    | DVD |  
    | Apple/Mac |  
    | Xbox |  
    | News Search |  
    | 
     |  
    | 
     |  
    | 
     |  
    | 
    ActiveXBox |  
    | Xbox News |  
    | Box Shots |  
    | Inside The Xbox |  
    | Released Titles |  
    | Announced Titles |  
    | Screenshots/Videos |  
    | History Of The Xbox |  
    | Links |  
    | Forum |  
    | FAQ |  
    | 
     |  
    | 
     |  
    | 
     |  
    | 
    Windows 
    XP |  
    | Introduction |  
    | System Requirements |  
    | Home Features |  
    | Pro Features |  
    | Upgrade Checklists |  
    | History |  
    | FAQ |  
    | Links |  
    | TopTechTips |  
    | 
     |  
    | 
     |  
    | 
     |  
    | 
    FAQ's |  
    | Windows Vista |  
   
    | Windows 98/98 SE |  
    | Windows 2000 |  
    | Windows Me |  
    | Windows Server 2002 |  
    | Windows "Whistler" XP |  
    | Windows CE |  
    | Internet Explorer 6 |  
    | Internet Explorer 5 |  
    | Xbox |  
    | Xbox 360 |  
    | DirectX |  
    | DVD's |  
    | 
     |  
    | 
     |  
    | 
     |  
    | 
    TopTechTips |  
    | Registry Tips |  
    | Windows 95/98 |  
    | Windows 2000 |  
    | Internet Explorer 5 |  
    | Program Tips |  
    | Easter Eggs |  
    | Hardware |  
    | DVD |  
    | 
     |  
    | 
     |  
    | 
     |  
    | 
    ActiveDVD |  
    | DVD News |  
    | DVD Forum |  
    | Glossary |  
    | Tips |  
    | Articles |  
    | Reviews |  
    | News Archive |  
    | Links |  
    | Drivers |  
    | 
     |  
    | 
     |  
    | 
     |  
    | 
    Latest Reviews |  
    | Xbox/Games |  
    | Fallout 3
 |  
   
    | 
     |  
    | Applications |  
    | Windows Server 2008 R2 |  
    | Windows 7 |  
    | 
     |  
    | Hardware |  
   | iPod Touch 32GB |  
   
    | 
     |  
    | 
     |  
    | 
     |  
    | 
    Latest Interviews |  
    | Steve Ballmer |  
    | Jim Allchin |  
    | 
     |  
    | 
     |  
    | 
     |  
    | 
    Site News/Info |  
    | About This Site |  
    | Affiliates |  
    | Contact Us |  
    | Default Home Page |  
    | Link To Us |  
    | Links |  
    | News Archive |  
    | Site Search |  
    | Awards |  
    | 
     |  
    | 
     |  
    | 
     |  
    | 
    Credits©1997-2012, Active Network, Inc. All Rights Reserved.
 Please click
    here 
    for full terms of use and restrictions or read our Light Tower
    Privacy 
    Statement.
 
 |  
 
 
  |  |  |  | 
     
    NVIDIA GeForce 3 Ti 500 
    
     Founded 
    in 1993, NVIDIA has delivered during the last six years (since they released 
    their first 3D card in 1995), various 3D graphic cards that were all more 
    powerful than the others. Since the introduction of the TNT graphic chip in 
    1998, NVIDIA became the undeniable worldwide 3D chipmaker giant: they buried 
    all their competitors and even bought back recently 3DFX that was the last 
    survivor capable to offer a viable alternative to NVIDIA’s supremacy. Anyway 
    they didn’t get the king of the hill 3D chipmaker status easily. Indeed it’s 
    been years now since gamers have had eyes only for NVIDIA GPUs which known 
    for their amazing power and the quality of their drivers.  This is because 
    when you buy a graphics card drivers are the most important thing after the 
    engine to get the most out of your purchase. When NVIDIA introduced the 
    first GeForce, the GeForce 256, it gave it the sweet designation of GPU 
    where GPU stands for Graphics Processing Unit.  Indeed they were definitely 
    right naming their graphic chips that way since the GeForce 3 contains 57 
    million transistors against only 42 million for the Pentium 4 processor! 
    This statement reveals itself the power you can expect from the GeForce 3 
    Titanium 500. The release of the GeForce III Titanium 500 GPU arrived in 
    October 2001, a few months only after the launch of the GeForce III. It was 
    somewhat a surprise since it wasn’t really expected. Many analysts consider 
    the GeForce III Titanium 500 to be NVIDIA’s answer to the launch of the ATI 
    Radeon 8500. The GeForce III Titanium 500 is to the GeForce III what the 
    GeForce II Ultra to the GeForce 2 was.  The GeForce 3 Titanium 500 is 
    NVIDIA’s chance to demonstrate they are still the king of the hill and can 
    beat ATI and its Radeon line of cards easily. Below are the features of the 
    GeForce 3 Titanium 500: 
      
      256 bit 
      GPU engraved in 0.15µ
      57M Transistors
      960 Billion Operation Per Second
      16 AA samples/clock - 3.8 Billion AA 
      pixels/sec
      4 pixel 
      pipelines
      2 
      simultaneous textures by pixel
      4 
      active textures max per pixel per pass
      36 
      simultaneous Pixel shading operations per pass
      128 
      Vertex instructions per pass
      GPU 
      clocked at 240 MHz
      DDR 
      clocked at 250 MHz
      64 MB 
      of onboard DDR memory using a 128-bit interface
      8.0 GB 
      per second memory bandwidth
      DVD 
      Motion Compensation technology 
    
     We didn’t 
    resist dismantling the heatsink that was over the GPU of the Hercules 3D 
    Prophet III Titanium 500 to discover a GeForce 3 branded GPU carrying the 
    revision number ‘A5’. Despite the fact the GPU looks like the first GeForce 
    3 GPU and is still engraved in 0.15µ, the manufacturing process has been 
    refined. The GeForce 3 Titanium 500 is engraved using TSMC High Performance 
    0.15µ process so less heat emanates from the GPU. Thus NVIDIA engineers were 
    able to enhance the frequency of the GPU by 40 MHz in comparison to the 
    GeForce 3. The DDR memory is now clocked at 250 MHz which grants to the card 
    a much better memory bandwidth of 8.0 GB per second against 7.36 GB per 
    second for the GeForce 3. The PCB of the card now contains 8 layers with a 
    revamped power source. The GeForce 3 Titanium 500 doesn’t include any new 
    features since it uses all the technologies previously introduced in the 
    GeForce 3 like the Light Speed Memory architecture that optimizes the 
    bandwidth as well as the brand new graphic engine called nFinite FX we’ll 
    review in details. The only difference is the native enabling of the Shadow 
    Buffers & 3D Textures features that were already present in the GeForce 3 
    but disabled by the drivers. For those of you who have already read the 3D 
    Prophet III review, you can skip the technical part of the review (since it 
    is the same as the Prophet III) and jump directly to the “Newly GeForce 3 
    Titanium 500 Enabled Features” section. Light Speed Memory 
    Architecture 
    As said 
    before compared to the GeForce II Ultra, the GeForce 3 chip’s specifications 
    don’t vary a lot and most of you have already noticed that the 960 Mpixels/s 
    fillrate of the GeForce 3 is inferior to the one of the GeForce II Ultra 
    (1GB/s). If typically the fillrates announced by 3D chipmakers are never 
    reached, it’s not the case anymore thanks to the new architecture that 
    GeForce 3 carries. With the GeForce 3 most of the changes are under the 
    hood! The new Light Speed Memory Architecture is aimed to optimize the 
    memory’s bandwidth for a better and more realistic gaming experience. This 
    new architecture includes three new unique technologies responding to the 
    sweet names of ‘Z-Occlusion’, ‘Lossless Z Compression’, ‘Z-Buffer CrossBar’. 
      
    CrossBar 
    The 
    GeForce 3 GPU comes with a new memory controller called CrossBar whose main 
    task is to widely compensate the slow fillrate of the chip by avoiding bit 
    wasting, reducing way latency times, and ensuring it beats the GeForce II 
    Ultra 99% of the time. Traditionally a GPU uses a 256-bit memory controller 
    that can transfer data only in 256-bits. So if a triangle is only one pixel 
    in size it requires a memory access of 32 bytes when only 8 bytes are in 
    fact required: more than 75% of the memory bandwidth is wasted with this 
    process! That’s why NVIDIA intelligently solved the problem by implementing 
    the new CrossBar controller. Unlike yesterday’s GPU, the CrossBar controller 
    has four independent wide memory sub-controllers that can treat 64 bit 
    blocks per clock for a global total of 256 bits (it can also group data to 
    treat them entirely in 256 bits). This new memory controller is the key for 
    better memory management in order to answer today’s game developers’ needs: 
    complexity of 3D scenes (the number of triangles per frame has widely 
    increased in recent games). Comparing to a traditional memory controller, 
    the CrossBar cuts the average latency down to 25%. That way any 3D 
    applications can take benefit of this marvel of technology. According to 
    NVIDIA, the CrossBar controller can speed up memory access up to four times: 
    it’s obviously the case if data that are about to be written or read make 
    only 64 bits: but hopefully this situation is far from being an everyday 
    occurrence.  
     GeForce 3 Ti 500 CrossBar 
    Controller
 
    Z-Occlusion Culling   
    I’m 
    pretty sure you’re wondering what the hell is Z-Occlusion Culling? Well the 
    fact is that the name of this new technology isn’t clear at all. Behind this 
    complex name lies a very simple idea to boost 3D performance. Just like old 
    PowerVR chips from NEC or the recent Kyro 2, the Z-Occlusion Culling 
    technology featured by the new Light Speed Memory Architecture of the 
    GeForce 3 is in fact an HSR (hardware surface removal).  Everyone knows that 
    when a 3D scene is rendered by the GPU, all the pixels are calculated even 
    those who’d be hidden behind an earlier rendered pixel (for a reason or 
    another) before the scene is finally displayed. The purpose of Z-Occlusion 
    Culling is to not calculate the pixels that would be hidden so they won’t be 
    processed by the pixel shader, saving 50% of the bandwidth with actual 
    games. Anyway to get the best result with Z occlusion culling the 3D 
    application should ideally sort its scene’s objects before they are sent to 
    the 3D chip. 
    Lossless Z Compression  
    This new 
    compression process concerns the Z parameter of a pixel (where Z stands for 
    depth of the pixel in a 3D scene). Usually when a scene is displayed, the Z 
    value (coded in 16, 24 or 32 bit) determines if a pixel should be visible or 
    not. The more the games are beautiful and realistic the more the depth 
    values are numerous, obstructing the memory. Just like in ATI Radeon chips, 
    the GeForce 3 Lossless Z Compression reduces the amount of required z-buffer 
    bandwidth by compressing the information flux, with a factor of 4:1. If 
    NVIDIA doesn’t detail the algorithm used by the Lossless Z compression, it 
    can in theory reduce z-buffer memory accesses by 75%. Obviously the 
    compression is not destructive and doesn’t alter the way scenes are 
    displayed.    |  |  |  |